Developing Suggestions: Difference between revisions

From The Urban Dead Wiki
Jump to navigationJump to search
 
Line 1: Line 1:
{{Suggestion Navigation}}  
<noinclude>{{Developing Suggestions Intro}}</noinclude>
==Developing Suggestions==
''This page is for presenting and discussing suggestions which '''have not yet been submitted''' and are still being worked on.''


===Further Discussion===
Discussion concerning this page takes place [[Talk:Developing Suggestions|here]].
Discussion concerning the suggestions system in general (including policies about it) takes place [[:Category_talk:Suggestions#Suggestion_Discussion|here]].


Nothing on this page will be archived.
===Ignore based on Radio Broadcast===
 
{|
== Please Read Before Posting ==
|'''Timestamp:''' [[User:Khwud|Khwud]] ([[User talk:Khwud|talk]]) 17:27, 8 July 2024 (UTC)
 
|-
*''Be sure to check [[Frequently Suggested#The List|The Frequently Suggested List]] and the [[Suggestions Dos and Do Nots | Suggestions Dos and Do Nots]] before you post your idea.'' There you can read about many idea's that have been suggested already, which users should be aware of before posting what could be a '''dupe''', or a duplicate of an existing suggestion. '''These include [[Suggestions/RejectedNovember2005#SMG.2FMachine_Pistol|Machine Guns]] and [[Suggestions/24th-Apr-2007#Rooftops.2C_Sniper_Rifle.2C_and_Sniper_Ammo|Sniper Rifles]]'''. There users can also get a handle of what an appropriate suggestion looks like.
|'''Type:''' UI enhancement
*Users should be aware that this is a talk page, where other users are free to use their own point of view, and are not required to be neutral. While voting is based off of the merit of the suggestion, opinions are freely allowed here.
|-
*It is recommended that users spend some time familiarizing themselves with this page before posting their own suggestions.
|'''Scope:''' Interface
*<font color="red">'''With the advent of new game updates, users are requested to allow some time for the game and community to adjust to these changes ''before'' suggesting alterations.'''</font>
|-
 
|'''Description:''' Allow 'ignore' from radio broadcasts; users are hiding behind their anonymity to allow them to broadcast things that would broadly trigger them to be ignored, if their user ID was visibleAdding their name, or an auto-generated call-sign (it is for a radio, after all) or something so that they could be blocked based on their broadcasts would help user experience. In addition, and broadcasts that get more than a threshold number could get tagged for review, and the user potentially having their (in-game) ham-license revoked.
== How To Make a Suggestion ==
|}
 
====Discussion (Ignore based on Radio Broadcast)====
====Format for Suggestions under development====
 
Please use this template for discussion. Copy all the code in the box below, click [edit] to the right of the header
"'''[[Developing Suggestions#Suggestions|Suggestions]]'''", paste the copied text '''above''' the other suggestions, and replace the text shown here in <span style="color: red">red</span> with the details of your suggestion.
 
<nowiki>
===</nowiki><font color="red">Suggestion</font><nowiki>===
{{suggestionNew
|suggest_time=~~~~
|suggest_type=</nowiki><font color="red">Skill, balance change, improvement, etc.</font><nowiki>
|suggest_scope=</nowiki><font color="red">Who or what it applies to.</font><nowiki>
|suggest_description=</nowiki><font color="red">Full description. Check spelling and be descriptive.</font><nowiki>
|discussion=|}}
====Discussion (</nowiki><font color="red">Suggestion Name</font><nowiki>)====
----</nowiki>
 
====Cycling Suggestions====
Developing suggestions that appear to have been abandoned (i.e. two days or longer without any new edits) will be given a warning for deletion. If there are no new edits it will be deleted seven days following the last edit.
 
This page is prone to breaking when there are too many templates or the page is too long, so sometimes a suggestion still under strong discussion will be moved to the [[Developing Suggestions/Overflow1|Overflow]]-page, where the discussion can continue between interested parties.
:'''The following suggestions are currently on the Overflow page:''' ''No suggestions are currently in overflow''.
 
If you are adding a comment to a suggestion that has the deletion warning template please remove the <nowiki>{{SNRV|X}}</nowiki> at the top of the discussion section. This will show that there is active conversation again.
 
__TOC__
 
<span style="font-size:1.5em"><font color="red">'''Please add new suggestions to the top of the list.'''</font></span>
----
 
==Suggestions==
===Sculptures In Parks===
{{suggestionNew
|suggest_time=[[User:A Big F'ing Dog|A Big F&#39;ing Dog]] 20:48, 15 May 2009 (BST)
|suggest_type=Flavour
|suggest_scope=Park squares
|suggest_description=Why should only the indoors be decorated? I suggest allowing people to place sculptures (and maybe other weather-proof decorative items) in parks as they can in buildings.
 
Zombies would be able to attack these outdoors sculptures and destroy them one at a time with an accurate hit, but since they're out in the open and easy to attack there would be no xp gain for doing so.
|discussion=|}}
====Discussion (Sculptures In Parks)====
 
'''Question''' - What's the point, really, if most survivors visit parks for a minute or so, looking for an EP? --{{User:Haliman111/sig}} 20:52, 15 May 2009 (BST)
 
Usually I am all open for more atmosphere in urbandead, but this seems just useless. I mean, when I am moving outside through open blocks its just click-click for me.--[[User:MisterGame|Thadeous Oakley]] 22:47, 15 May 2009 (BST)
:Many parks are used as revive points. This would give the waiting mrh cows, visiting scientists, and scan blocking brainrotters a more interesting view. --[[User:A Big F'ing Dog|A Big F&#39;ing Dog]] 22:52, 15 May 2009 (BST)
 
Dupe of in-game. Monuments are sculptures in the open. -- {{User:Iscariot/Signature}} 00:02, 16 May 2009 (BST)  
:Can you attack monuments?
::No
:Can you choose where to place them?
::No
:Is this suggestion a dupe?
::No
:Is this suggestion worth implementing?
::Also No.--[[User:Honestmistake|Honestmistake]] 14:47, 16 May 2009 (BST)
----
 
===Extra first aid kits display as if they where ammunition===
{{suggestionNew
|suggest_time={{User:Turtleboy412/sig}} 02:34, 14 May 2009 (BST)
|suggest_type=A bit of a change to equipment.
|suggest_scope=People who carry a fair ammount of first aid kits.
|suggest_description=My suggestion is simple. If you find a first aid kit you see ''"Searching through the hospital, you find some first aid supplies and add them to your first aid kit"'' or somthing along those lines. Instead of seeing First aid kit, First aid kit, First aid kit, First aid kit, First aid kit, First aid kit, First aid kit, First aid kit, First aid kit, First aid kit you would see First aid kit (11). Nothing would change except having multiple first aid kits would be displayed as having plenty of supplies for one kit. It also seems a bit more realistic as people will not be able to carry 30 first aid kits ''and'' be able to jump through the windows of buildings like freaking spider man.
|discussion= |}}
====Discussion (Extra first aid kits display as if they where ammunition)====
This is a good idea and I like it. It makes sense. [[User:Sorakairi|Sorakairi]] 02:48, 14 May 2009 (BST)
 
So your just suggesting changing the flavor text for when you find a FAK.--[[User:Pesatyel|Pesatyel]] 04:59, 14 May 2009 (BST)
 
I like it as long as it doesn't change encumbrance.  Just consolidate the individual items into a number.--[[User:Necrofeelinya|Necrofeelinya]] 06:56, 14 May 2009 (BST)
 
Inventory/UI mod, such as [http://www.adzone.org/UDTool/ UDtool]. --{{User:BobBoberton/sig}} 08:44, 14 May 2009 (BST)
:Oh, and it's a dupe. --{{User:BobBoberton/sig}} 08:54, 14 May 2009 (BST)
 
In game changes to act like current add-ons and mods are dupes. Get Firefox and download them or live with it. -- {{User:Iscariot/Signature}} 08:58, 14 May 2009 (BST)
:No they are not. A dupe is a suggestion that has been suggested before in either the same or a very similar format. An existing add-on is often a good sign that something should be in game but isn't (possibly because of the very existence of that add on) This particular suggestion is still a Dupe though.
:One last thing, a great many people play this game from work and do not have the option of using mods and add-ons. Killing good ideas just because you do not need it in game is not a reasonable option. --[[User:Honestmistake|Honestmistake]] 09:28, 14 May 2009 (BST)
::They are dupes because they've been put through the system before for the same reason as the current suggester wants them. Kevan hasn't implemented them. End of debate. -- {{User:Iscariot/Signature}} 09:30, 14 May 2009 (BST)
 
[[PR_UI:_Main_Screen#Item_Stacking|This is a dupe. A really old dupe. Discussion? Over.]] --{{User:BobBoberton/sig}} 20:10, 14 May 2009 (BST)
----
 
===Fire Through and Reach Through Barricades===
{{suggestionNew
|suggest_time=[[User:Sorakairi|Sorakairi]] 02:50, 14 May 2009 (BST)
|suggest_type=Skills
|suggest_scope=Zombies and Humans
|suggest_description= This was posted here earlier, but now I'm redoing it.
 
Fire Through 'Cades.
A Military Skill, this skill can only be bought when you have all gun skills. It allows you to point your gun through the 'cades to the outside, and fire. You cannot fire through anything above Lightly Barricaded, because of everything in the way. You cannot specifically target, and your accuracy is decreased from 65% to 45% to deal with the objects in your way. You can shoot through, even if no one is there
 
Reach Through 'Cades
A MoL or Combat skill, either way it could be bought whenever. It allows you to reach through and claw. You cannot reach through anything above Lightly Barricaded. You can't target specific people, just Harman or Zombah. This time, though, your accuracy is decreased by 15%, due to the fact that you could buy it at anytime, and Zombies are usually shown as reaching through Barricades in most movies. You won't attack if no one is there.
 
 
Recap of FTC:
All gun skills before accessible.
Fire though LiB or lower.
No Specific Targeting
Accuracy Decrease of 20%
Fire Through even if no one there.
 
 
Recap of RTC:
Accessible after MoL or Vigour Mortis.
Allows to reach through and claw.
Reach through LiB or lower.
Targeting Human or Zombie.
Accuracy Decrease of 15%.
Won't attack if no ones there.
 
|discussion=|}}
====Discussion (Fire and Reach Through Barricades)====
I have rewritten this, as 2 separate skills. Hope you like it. [[User:Sorakairi|Sorakairi]] 02:50, 14 May 2009 (BST)
 
I can see, maybe, how someone MIGHT use it.
*Zombies:  Zombie attacks are dropped to 10/20/35.  Debarricading at the same levels would be 12/17/25, so a zombie would have a SLIGHTLY higher chance to hit then to debarricade.
*Survivors:  Survivor attacks are dropped to 5/30/40.  They can also barricade as normal.
But you still have the x-ray vision problem.--[[User:Pesatyel|Pesatyel]] 05:27, 14 May 2009 (BST)
 
I feel this suggestion still falls under the categories of "encouraging the wrong things" and "just not smart." --{{User:BobBoberton/sig}} 08:45, 14 May 2009 (BST)
 
Just so you know, this is just taking up space on this page. No matter what changes you make, the ability to look outside your current building without exposing yourself to attack is X-Ray Vision and will be spammed in less than 24 hours. -- {{User:Iscariot/Signature}} 09:00, 14 May 2009 (BST)
 
Two ways this might work for zombies:
*Restrict it to working only against folk the zombie knows are inside because they have followed their scent trail.
*The attack option is always open even if no one is inside. The only way the zombie gets to know for certain is if it hits something, with the attack chances as they are they could easily give up due to bad luck.
For survivors i think its pretty fair to say they can only shoot at a zed who has recently reached through the barricade, ie their last action was to try this and the cade level has not changed.--[[User:Honestmistake|Honestmistake]] 09:36, 14 May 2009 (BST)
:Or they could get lucky and have a low-chance (but still possible) means of X-Ray vision. Spend a few AP, find buildings with people in them. As for "can only shoot out if a zombie's last action was to reach in," that's just all kinds of crap. It takes 1 AP then to make it impossible for a survivor to shoot back. But then, this suggestion smells overall. --{{User:BobBoberton/sig}} 20:13, 14 May 2009 (BST)
::Survivor steps outside to shoot zombies then spends 1AP to move away making it impossible for the zombie to fight back... how exactly is that any different to allowing a zombie to move away from limited shooting range? --[[User:Honestmistake|Honestmistake]] 14:51, 16 May 2009 (BST)
----
 
===Suicide With A Vengeance===
 
I was bored, so I put it up for a vote.  It wasn't getting much discussion here anyway.  If people can't even bother to troll it, maybe it's a good idea.  Or not... guess we'll find out.--[[User:Necrofeelinya|Necrofeelinya]] 18:58, 13 May 2009 (BST)
----
 
===Suicide Improvement===
{{suggestionNew
|suggest_time=--[[User:Kamikazie-Bunny|Kamikazie-Bunny]] 22:47, 8 May 2009 (BST)
|suggest_type=Improvement
|suggest_scope=Jumpers
|suggest_description=Any dedicated zombie knows that combat revives can be a pain but are easily negated by suicide. Whilst it may appear to be an easy choice with a low AP cost suicide should never be taken lightly. The blunt trauma inflicted across the entire body can quite easily exceed the effects of a well aimed cricket bat to the head. With that in mind I present the following:
 
:1) When a player commits suicide by jumping from a tall building they must spend an extra 5AP to stand up.
:2) Any player inside/outside a building a player jumps from receives the message "''Player'' jumped out a window".
 
|discussion=|}}
====Discussion (Suicide Improvement)====
Part two is a dupe, as below. As for part one, I don't think brain-rot zed players should be punished for getting combat revived. --{{User:BobBoberton/sig}} 23:00, 8 May 2009 (BST)
:Part two was pretty much inspired by that minus the radius but it's only flavour and entirely optional. The penalty is not intended to punish Zombies, it is intended to add a bit more realism and balance. Yes CR's are annoying but they cost the user and Rot also helps counter, the ability to (literally) jump to zeds and stand up for as little as 2AP and with full health is a bit unfair, my alternative idea would be standing up at 1/2 health (similar to being revived) but I fear there may be more opposition. --[[User:Kamikazie-Bunny|Kamikazie-Bunny]] 00:03, 9 May 2009 (BST)
 
I loathe this suggestion (the AP loss part of it anyway), but there is a change to suicide that I would support... letting people use suicide as a targeted attack against anyone in the immediate space outside the building.  Lots o' damage, not a great chance to hit, but it would be oh-so worth it to try.  Also, I don't think I've ever seen a suicide from outside a building, or if so I haven't noticed.  Is it accompanied by a descriptive message?  It should be.  Especially if they land on you.  What a great way to encourage people to jump off of tall buildings.--[[User:Necrofeelinya|Necrofeelinya]] 00:41, 9 May 2009 (BST)
:Oh, and to juice it more, give it a 10% chance that when you jump off a building and successfully land on someone, you don't die right away, instead losing 4/5ths of your Max HP immediately and get a condition called Grievous Injury, which has basically the same effect as infectious bite, but stops costing HP after the first 20... that way you can stay alive (barely) even if it's just by drinking tons of beer, but if you don't do anything to heal pretty quickly you'll croak.--[[User:Necrofeelinya|Necrofeelinya]] 01:08, 9 May 2009 (BST)
 
You want to give all buildings free headshot? Fuck you!
 
Let's look at Newbie Zombie A. Newbie Zombie A has only Vigour Mortis, but he wants to play in character so he spends a day attacking a building. With his last AP he enters the building as any good zombie should. Unfortunately NZA doesn't know that this building is a NT because he doesn't metagame in anyway, even to the point of never looking at the wiki. He's the 10 minutes a day casual player this game is supposed to be for, not us hours a day way to serious pseudo tacticians. He can't even tell which buildings are NTs even when he grows up as there's no skill to tell him and he refuses to buy harman skills. Now, back to his break in. So, when he's asleep and swaying, one of you mighty mathematical warriors saunter over to him and sticks a needle in the back of his head, first time, every time, putting him down in a single shot. Now hypocrites that you are you don't seem to think it odd that you can walk up to a sleeping zombie, place a pistol to its head and still miss 35% of the time but anything other than a 100% hit ratio for delicate and precise medical procedures is a game breaking nerf that will cause the extinction of all survivor kind, but I digress.
 
When NZA wakes up in the morning with his daily AP he has to stand up, this costs him 10AP because he does not have Ankle Grab, this is more than a fifth of his daily AP, a very damaging loss to him. Now his problems aren't over, he wishes to play in character and not buy any harman skills or spend time breathing so he has to die to play in character. Now he can't immediately jump out the window because the maths warriors have dumped his body and caded past VSB. He could wait for a passing zombie to kill him, but he wants to have his turn today and he can only play for 10 minutes a day, so he goes looking to die. So he must find a tall building with cades at VSB or less, he doesn't have free running remember, enter and jump. I'll be exceedingly generous and say this process takes 5AP, something I consider a smaller amount than it would actually take him. Now NZA jumps and he must stand up, this now costs him 15AP due to your dumb 'buildings have headshot' suggestion. Finally though, he can play as the in-genre character he's chosen to.
 
Since all you number crunchers love the equations, let's do the maths. 10AP to stand from the needle + 5AP to search and enter and jump + 15AP to stand from suicide due to the street having headshot = 30AP to play as the in-genre character type. That's 62.5% of his daily AP to play as a zombie in a zombie apocalypse game! And because he doesn't have the XP yet to buy Brain Rot, there's nothing to stop you doing that to him again tomorrow, or the next day, or every day until he decides that he doesn't want to play a game where someone can spend 14AP to remove 30 of his, and with his remaining 28AP he can at most move 14 squares and then do nothing, or attack where he stands 28 times at 35% and hope he can get lucky, remove the cades and get in some valuable XP earning shots on a harman.
 
Fuck you on behalf of every casual zombie player who takes the time to log in every day even though cunts like you would piss and cry if your 100% hit ratio was taken away for the same balance your try and claim when you go out of your way to fuck the casual player this game was designed for and the zombie players who make this game what it is. Retards like you make them leave this game, and we take one step closer to Urban PKer being the next update to the game's name. -- {{User:Iscariot/Signature}} 05:22, 9 May 2009 (BST)
:Agreed entirely. Also, [[Suggestion:20071004 Suicide Causes Headshot|Dupe]]. {{User:Revenant/Sig}} 06:27, 9 May 2009 (BST)
::I didn't think that would count as a dupe because it was removed from voting for "revisioning".
::As for Iscariots emo-esque rant...
:::Paragraph 1 (I'm ignoring that first sentance) - Congratulations for NZA getting into a NT which is most probably EHB (from your description either the suburb is full of survivors or be attacked by a strike team who are prioritising NTs). I agree that syringes should not be 100% accurate, so don't start bitching to me cause its not like I see you doing anything about it.
:::Paragraph 2 - So NZA has the normal stand up cost (which is another thing I feel needs changing), gets up and out right decides that he wants nothing to do with the survivor side... Ok, I'll accept that this player has a zombie fetish/<s>hates humanity</s>/odd (if he hated humanity he'd probably turn G/R/PKiller when alive. He then decides he wants to commit suicide (I'm assuming that he has been playing long enough to have broke into a few tall buildings and find out what suicide is and simultaneously not figured out how to spend XP/spent it on the scent tree as opposed to something obviously more beneficial).
::Once again you've outlined the ideal situation for your argument and probably not considered the other end of the spectrum where experienced player use this mechanic to abuse the system. I'm not going to bother arguing about it with you, in fact I thank you for actually putting some effort into your response as opposed to just doing your traditional 'dupe without a link', even though you did result to the 'play as a zombie, you've never played as a zombie, if you had played as a zombie you would feel the way I do' whining that you do so well, but then again without that and your angst it wouldn't have your trade mark internet tough guy mark. I must admit your last paragraph was a little weaker than the rest of it though, the whole "fuck you on behalf of" was done not to long ago and to much greater effect. I'm not sure how you figured it was zombies who make this game what it is, true it would be fairly boring without them, but it would probably be even more boring without survivors (zombies DO have less things to entertain themselves with), the game is about both sides. As for your final thought, If I could make players who only played one side of the game leave I would, granted that would probably include you but telling you to fuck of is a bit pointless and we both know it, if more people played dual nature it would be better in my opinion. I know this may be difficult for you to fathom but one of my characters is a lvl 2 zed with shopping, the rot and excess XP and it's the only player I'm not playing dual nature with, considering how I spend most of my time as a zombie because I don't actively use a cemetery to get revived I probably know just as much as you (if not more) about playing as a zombie without LG&AG as you do. Either way if other people agree this version sucks I'll put the alternate version up for discussion anyway. --[[User:Kamikazie-Bunny|Kamikazie-Bunny]] 14:45, 9 May 2009 (BST)
 
A free headshot in every tall building =/= good idea. Why the fuck screw over zombie players like this?? Why not, as Iscariot rightly points out, nerf our 100% to hit, 100% effective anti-zombie attack? Sure, you don't like CRs? Get rot! But... wait... your suggestion screws me for getting rot!!! Great. Fucking. Idea.
 
And, if being a better writer and having more acute critical thinking skills than you makes Iscariot "emo"... Then I'm off to buy my tortiseshell glasses right now!! --[[User:WanYao|WanYao]] 15:12, 9 May 2009 (BST)
:Don't forget your little sisters makeup and jeans! {{User:DanceDanceRevolution/sig}} 15:25, 9 May 2009 (BST)
:But seriously, listen to Iscariot. Or Wan, who can sum it up in much smaller rant. {{User:DanceDanceRevolution/sig}} 15:27, 9 May 2009 (BST)
::I'm not sure how this screws over rotters? Could you clarify that a bit please. The whole point of this suggestion is to make suicide less appealing, it doesn't stop you doing it but it makes you think that little bit more about before you do it. If your concerned about making every AP count then attack the barricades and wait outside for the hoard to retake you or play as a survivor until your inevitable demise. The emo comment, well that's just a different interpretation, I was referring to the attitude he used (AII) not the content which is pretty solid but biased. I have actually read Iscs comment numerous times, it's not exactly easy reading though. To summarise how I read it, "this screws over newbies who commit suicide every time they're revived"--[[User:Kamikazie-Bunny|Kamikazie-Bunny]] 16:07, 9 May 2009 (BST)
:::Do you actually play a dedicated zombie, KB? One usually buys rot to play a dedicated zombie. If a rotter is CRed in an NT and choses to jump -- which is what dedicated rotters do -- he now pays an extra 5 ap for it. Shafted. Wait, let the other zombies eat me? Did you know that's a big waste of AP which could be better spent on barricades or on eating survivors? This suggestion sucks because it screws over people who play a totally legitimate style. And, your emo comments just paint you as an in-the-closet jocko homo, and are lame. Like this suggestion. --[[User:WanYao|WanYao]] 19:29, 9 May 2009 (BST)
::::As I mentioned earlier my dedicated zombie has the rot and nothing else, my others are dual natured. I wouldn't say this screws over a legitimate way of playing, it just means that every time you commit suicide there's a penalty. And now we come back to the age old argument that there's only 1% of the map where rotters can't be revived, if they hate being revived don't go to those places. As it stands enough people don't appear to want it so feel free to let it die unless the mood switches. --[[User:Kamikazie-Bunny|Kamikazie-Bunny]] 21:15, 9 May 2009 (BST)
:::::Wow. I'm glad this is going to be left to die, because no matter how many times we say it, and how many different ways we word it, you're totally missing the point. Even though you just ''agreed'' with me, you still don't ''get'' it... And, playing a level 2 feral does NOT count as playing a dedicated zombie, sorry. And FTR no one is whining about rotters getting CRed in NTs, as you seem to be implying. Dedicated rotters accept that they may be CRed in NTs. But then after you misapprehend (and misrepresent) that rotters are whining, you tell them to stay away from the most strategically important buildings in the game??? If that weren't so contemptable, it'd be laughable. If you comprehended zombie play better, none of this would even be an argument. And, finally, "the mood won't change": this is a bad idea and it will ''remain'' a bad idea. Period. Now go back to calling people "emo" and pretending you're butch...  --[[User:WanYao|WanYao]] 21:56, 9 May 2009 (BST)
:::::"... there's only 1% of the map where rotters can't be revived, if they hate being revived don't go to those places." You sure don't sound any kind of experienced to me. Please try again. --{{User:BobBoberton/sig}} 22:03, 9 May 2009 (BST)
:::::::I accepted that as a typo and let it go. Even that latitude, however, doesn't change the fact that basically everything KB has argued in favour of this bad idea is totally fallacious. It's shit like this which is why some of us become "trollish" on Talk:Suggestions... the constant stream of newbie suggestions from people who can't be arsed to read the Freq Suggested page, interspersed with people who think they know shit and arrogantly ignore and dismiss what everyone else says as "just some passing emo mood swing"... And when it rains, it ''pours''... --[[User:WanYao|WanYao]] 01:35, 10 May 2009 (BST)
 
 
Iscariot expressed everything I was thinking while reading this suggestion. Think about the effects this will have on both sides of the game before suggesting something. --{{User:Pestolence/Sig}} 16:02, 9 May 2009 (BST)
 
Combat Reviving isn't used for the AP drain on the zombie - just getting the zombie out as fast and reliably as possible. The extra 5AP to stand up from a fall just seems randomly punishing. --{{User:A Helpful Little Gnome/Sig}} 16:29, 9 May 2009 (BST)
 
I might have supported this if it weren't for the fact that we need those die-hard zombies to have a 30-40% zombie population. This should technically encourage dual nature, but then you need to encourage survivors to play dual nature too, not just the zombies. - [[User:Whitehouse]] 17:08, 9 May 2009 (BST)
 
first of all, it's my first time posting... so be gentle with me please... *makes 'oowww' noise*
I guess this suggestion does make a nice way of viewing the game... but as people know, being a SURVIVOR means you want to... well... surprise... SURVIVE. even if you were a undead, now you feel alive, or you wouldn't have the "adrenaline rush"... so... the chance on hitting someone outside wouldn't count as much as the chance to TAKE THE GUTS to jump from a REALLY DARN TALL BUILDING. let's face it, it's not like it's going to happen so often... tall buildings aren't that rare, are they? they are? oh christ... anyways... i don't know by you guys, but the chance of hitting someone while falling must be quite impossible, (as MythBusters told me so, lol).
then you should redo it a little bit... like a little chance to take the guts to jump off the building and a even smaller chance to hit somebody... unless you're a total psyco who simply wants to kamikaze (erm... sorry... haven't seen your nickname untill now...).
rotten brains really aren't that easy to get the shock from the falling... i mean... no neural system and all... so same amount of AP to stand up, i guess... no headshot for those.
if the building is so tall it can kill somebody when u fall, it should kill you, even tho you use somebody as a "soft bed"... if you can survive from the falling, the person you fall over really should survive also... physics, sorry, bro.
4/5 of the HP seems too much for me... i mean... YOU @!@#!# FELT FROM A BUILDING!!! COM'ON!!!! that means if i'm a regular full-lifed person (like, let's say, an macdonald's eater...) i would get to 10HP... looks simple to me... let's grab a FAK and jump! if i got bodybuilding... well, u do the math, i'm simply not in the mood... feels like i would get it a little down a bit... with the same wounds effect... but... only SURGERY would fix me! com'on! IM BLEEDING! and i can't perform surgery while i'm BLEEDING AND DYING AND COFFING AND SO! zombies could easily access me while i'm on the floor also... and because i'm bleeding and my skin is like... ruined (plastical surgery?) i would be easier to be taken HP from (feeding).
if i think in any more suggestions for your suggestion... well... i'll post it here. even tho the details are like... well... the general idea sounds fair. --[[User:HentaiX|HentaiX]] 06:11, 10 May 2009 (BST)
:now THAT was emo  --[[User:WanYao|WanYao]] 06:20, 10 May 2009 (BST)
::Yeah, I don't know, but there's been a surge of people around here with the SELECTIVE CAPS so that they can EMPHASIZE certain things and make themselves look silly. Now we've got tons of ellipses and more AOLspeak, too! --{{User:BobBoberton/sig}} 06:45, 10 May 2009 (BST)
:::I don't know what "AOLspeak" means. --[[User:WanYao|WanYao]] 10:23, 10 May 2009 (BST)
 
I think the widespread acknowledgement of this idea being more retarded than a sysop justifies what I wrote and makes KB look like a brat. The only thing I will comment on is ''"probably not considered the other end of the spectrum where experienced player use this mechanic to abuse the system"'' - What? As opposed to survivor players who get PKed, stand up for one AP and stand up for another one AP after being revived? Odd how zombies standing after returning to their play style for 2AP is 'abusing the system' but a survivor doing it is all fine and dandy.... I think we have a positive trenchie diagnosis. -- {{User:Iscariot/Signature}} 07:18, 10 May 2009 (BST)
:Well, let's look at Newbie Survivor A. Newbie Survivor A has only Free Running, but he wants to play in character so he spends the day scouting the area, and uses his last AP to get to a safehouse as any good survivor should. Unfortunately NSA doesn't know that this building is an NT because he doesn't metagame in any way, to the point of never looking at the wiki. Blah di blah di blah, zombies come in and kill him.
:When NSA wakes up in the morning with his daily AP he has to stand up, this costs him 10AP because he doesn't have Ankle Grab, this is more than a fifth of his daily AP, a very damaging loss to him. Now his problems aren't over, he wishes to play in character and not buy any zombie skills or spend time smelling funny so he has to become revived to play in character. Now he can't revive himself, so he needs to find a revive point. Since he doesn't metagame, the only way to tell where the RP's are is by graffiti - first he has to find graffiti, then he has to get to the actual RP. I'll be exceedingly generous and say this process takes 10AP, something I consider a smaller amount than it would actually take him. Now NSA has to wait for a revive, which is even more AP gone to waste. A survivor then has to spend 10AP on reviving him, and NSA is forced to spend another 10AP getting up. Finally though, he can play as the in-genre character he chose to.
:Since all you number crunchers love the equations, let's do the maths. 10AP to stand from death + 10AP to search an RP + 10AP to stand from the needle = 30AP to play as the in-genre character type. That's 62.5% of his daily AP to play as a survivor in a zombie apocalypse game! And because he doesn't want to buy the zombie skill Ankle Grab, there's nothing to stop you doing that to him again tomorrow, or the next day, or every day until he decides that he doesn't want to play a game where someone can spend 16AP to remove 30 of his (upon getting revived, he'll have 25HP), and with his remaining 28AP he can at most move 14 squares and then do nothing, or attack where he stands 28 times at 10% and hope he can get lucky, do some 1-damage punches and gain at least a little XP.
:I say, zombies killing people will only discourage newbies from playing the game at all! Let's make a policy where zombies don't get to make survivors dead anymore. I hope you realise now how silly it is to complain about combat revives? --[[User:LaosOman|LaosOman]] 08:31, 12 May 2009 (BST)
::Combat revives are still silly. And, I think it should more expensive for survivors to get revived - it's as you said, a zombie ''apocalypse'' game, not "let's have a party in Malton!" or "PKer Apocalypse." --{{User:BobBoberton/sig}} 18:10, 12 May 2009 (BST)
::Look at your math from the newbie zombie point of view. No ankle grab + headshot = 15AP stand-up and happens almost everyday in many/most burbs. That leaves only 35AP and bugger all chance to do anything but scratch ineffectually at the barricades,  without a stroke of luck they are probably not going to earn more than 10XP a day until they have at least 1 or 2 more skills. Your level one scout on the other hand will probably only make the "OOOPS, I camped in an NT" mistake once before working out where he is and thus will almost always be somewhere none descript and strongly (or better) caded for the rest of his UD life. A smart (and lucky) survivor can go months without ever dying or even seeing a zombie, while a zed will be lucky to make it over a weekend unless he is in the middle of a dead burb or huge horde--[[User:Honestmistake|Honestmistake]] 19:34, 12 May 2009 (BST)
:::Not if the zombies break into his well-caded, non-descript safehouse. Besides, it's easy to avoid death as a zombie. Don't end your turn inside. Survivors will have no incentive to attack you, and you get to hear feeding groans. Honestly, why would you even want to spend time indoors? --[[User:LaosOman|LaosOman]] 17:50, 13 May 2009 (BST)
:::::Ending turns inside as a zed is done for very good reasons.... here's 2: Holding the doors for more zeds to arrive. Ransacking and ruining buildings is more effective if you block attempts at repairing --[[User:Honestmistake|Honestmistake]] 09:53, 14 May 2009 (BST)
::::::Those aren't good reasons. Newbie Zombie A can't ransack anyway, and he wouldn't want to help other zombies at his own expense. The things you listed only matter to zombies in a group. --[[User:LaosOman|LaosOman]] 19:05, 14 May 2009 (BST)
 
::::Please play the game for another month or maybe more and come back when you have a little more experience. "Easy to avoid death as a zed" and "don't end your turn inside." Pfft. --{{User:BobBoberton/sig}} 00:36, 14 May 2009 (BST)
:::::Hey, I'm the one who's right here. If you don't want to die, don't end your turn in buildings. It's a policy I've applied for months (well, in the zombie periods anyway) and my zombie seems to be doing quite well because of it. You see, ferals have more use for feeding groans than for headshots. So please play the game for another month or maybe more and come back when you have a little more experience. --[[User:LaosOman|LaosOman]] 19:05, 14 May 2009 (BST)
::::::Do you really want to get into a pissing contest over who's played the game longer? You're wrong. Completely fucking wrong. -- {{User:Iscariot/Signature}} 19:16, 14 May 2009 (BST)
::::::'''Zombies don't care if they die or not. They're zombies.''' The only ones who "worry" are new players, and I think it's safe to assume that Gait/Grab get picked up by babah zambahs really quickly. Anyway, the AP cost of killing a zombie still usually outweighs their standing cost. The way survivors drain zombie AP is through cades, and the way zombies drain survivor AP is through cades, searching, and being killed. --{{User:BobBoberton/sig}} 20:25, 14 May 2009 (BST)
:::::::If you're going to respond to what I said, at least make it relevant, you idiot. --[[User:LaosOman|LaosOman]] 12:13, 17 May 2009 (BST)
 
I would respond to Laos' points, but apparently some people don't think I can defend my own points, so I'll let them do it. -- {{User:Iscariot/Signature}} 10:16, 14 May 2009 (BST)
:But I love laughing at the morons of the wiki! --{{User:BobBoberton/sig}} 20:25, 14 May 2009 (BST)
::The difference is I'd have shut him down in two paragraphs. -- {{User:Iscariot/Signature}} 20:33, 14 May 2009 (BST)
----
 
===The OTHER Gun Range===
{{suggestionNew
|suggest_time={{User:Blake Firedancer/sig}} 13:24, 8 May 2009 (BST)
|suggest_type=Flavour change
|suggest_scope=Survivors
|suggest_description=Allows survivors in Forts to use the target ranges for weapon practice.
 
You spend 1 AP to place a target, which then appears in the Attack menu, listed AFTER all the survivor names as "Range target" (as is the way with the generator, barricades etc.)
 
The target can take 6 hits, after which you will see the message ''The target falls over''. You then need to set it back up.
 
No XP benefit for hitting the target, but 1 XP is given for a target kill. This will encourage survivors with free time to use the targets, but at a rate where the gain is minimal.
|discussion=|}}
====Discussion (The OTHER Gun Range)====
I like it, although the having to stand the target back up again seems like an unnecessary extra. It would be nice if the hit message had some flavour such as "You score ''(RNG<sup>1-10</sup>x10)'' points" as a suffix with 1XP being rewarded for scoring 100 points. That way you still get the slow XP gain, but don't have to bother standing the target back up. --[[User:Kamikazie-Bunny|Kamikazie-Bunny]] 15:59, 8 May 2009 (BST)
 
Meh. This basically makes no sense to me, sorry. It's kind of pointless. You want a better idea? Here... The Fort Armouries and all PDs now have firing ranges. You can attack a firing range target. Flavour text is irrelevant but wuold exist. For each shot you take, you have a 10% chance of gaining an XP, which is just like reading a book. It ''does'' use ammo, of course. Survivors really don't need new ways to level up, but this is such a huge waste of AP that it's "why the hell not?"
 
Ain't that better than all these other lousy suggestions? Simple. Straightforward. To the point. Parallels a current game mechanic to boot. That's how you do a suggestion... And I made this up on the spot. Oh... and suicide as an attack?? That's just fucking retarded. --[[User:WanYao|WanYao]] 14:56, 9 May 2009 (BST)
:I like that idea.--[[User:Pesatyel|Pesatyel]] 18:45, 9 May 2009 (BST)
::It's not bad, is it? :) --[[User:WanYao|WanYao]] 19:35, 9 May 2009 (BST)
:::Well people need to be reminded of K.I.S.S. and it IS something survivors would probably do.--[[User:Pesatyel|Pesatyel]] 07:10, 10 May 2009 (BST)
::::I know, lol. It'd probably pass Peer Review, too. --[[User:WanYao|WanYao]] 10:28, 10 May 2009 (BST)
:::::So suggest it?--[[User:Pesatyel|Pesatyel]] 08:08, 11 May 2009 (BST)
----
 
==="THUD"===
{{suggestionNew
|suggest_time={{User:Winton/signature}} 06:14, 8 May 2009 (BST)
|suggest_type=Flavor
|suggest_scope=All players
|suggest_description=This is a pure flavor suggestion. I propose a script addition to accompany the suicidal leap of a player returning to the state of BARHAH.
 
* Script: ''You hear a looooong scream cut short by a dull "THUD."''
* Range: Audible within a one block radius of the event. No direction given.
|discussion=|}}
====Discussion (THUD)====
In favor of reminding combat revivers that it takes minimal AP to their 15+ AP to be a zombie. --{{User:BobBoberton/sig}} 06:27, 8 May 2009 (BST)
 
[[Suggestions/12th-Apr-2006#Sickening_Thump|17 seconds.]] -- {{User:Iscariot/Signature}} 07:00, 8 May 2009 (BST)
 
:"Dooh!" (Smacks head.) And I really looked for the dupe too, darn it. Thanks, Iscariot.--{{User:Winton/signature}} 13:11, 8 May 2009 (BST)
----
 
===Sewers (work-in-progress)===
 
{{suggestionNew
|suggest_time=--[[User:YoEleven|YoEleven]] 11:31, 6 May 2009 (BST)
|suggest_type=Improvement
|suggest_scope=Predominantly zombie players, players unable to find building access.
|suggest_description=I have never understood why, beyond extra coding work for big-K, that Malton has never had a sewer system.
Having sewers accessable via man-holes would allow zombies and survivors alike an alternative method for travelling around the city - underground. 
 
For ease of negotiation there could be a simple north-south and east-west grid system with sewer tubes running at intervals of every fourth or fifth block.  Likewise man-hole access points could be limited to all 'street' blocks - And no access into a building of course.  Access to the street could be marked by a message of "you can see light coming from a hole leading to the street above" or something of that ilk.  AP cost for entering or exiting the sewer system would be the same as that of entering or exiting buildings.
 
Once inside the sewers, due to darkness, players would only be able to see others in their current block much like players inside buildings currently do.  This would provide limited cover for survivors hiding out inside the sewer system instead of being trapped outside on the street, plus it would allow zombie hordes to mask their numbers by sleeping underground if they so choose.
|discussion=|}}
====Discussion (Sewers)====
Dupe, many times over. Sorry. --{{User:Pestolence/Sig}} 12:01, 6 May 2009 (BST)
 
Too bad.  Maybe it should also be on the frequently suggested ideas page as I have a short memory and might bring it back up again in a month.  --[[User:YoEleven|YoEleven]] 19:03, 6 May 2009 (BST)
:It's on the [[Talk:Frequently_Suggested#Sewers.2FTunnels|talk page]] at Frequently Suggested now, anyone who wants to give an opinion on Sewers being added to the Frequently Suggested List can make it known there. --{{User:Pestolence/Sig}} 21:47, 6 May 2009 (BST)
 
Actually, NOT a dupe.  Thing is, the author did not give us enough information.  We neec more game mechanics.  The problem with the "dupe" system is that people tend to go off titles only.  YES this idea has been submitted several times.  But that doesn't mean it can't be suggested again.--[[User:Pesatyel|Pesatyel]] 04:09, 8 May 2009 (BST)
:It is a dupe. The mechanic will be another submap below the current one with intersecting entrances and exits. This has been suggested since time immemorial, it's not liked or wanted by the community. And Kevan has implemented it even though he's taken multiple ideas from peer rejected, it's a dupe, it's dead. Get. Over. It. -- {{User:Iscariot/Signature}} 05:21, 8 May 2009 (BST)
 
----
 
===Marksmanship (Work-in-progress)===
{{suggestionNew
|suggest_time=[[User:Alexandy|Alexandy]] 05:07, 6 May 2009 (BST)
|suggest_type=Skill
|suggest_scope=Survivors with guns who have Basic Firearms Training
|suggest_description= Gives survivors the ability to lean out of the windows of a building and fire at a zombie outside of the building. Simply because we have idiots who barricade up to EHB while we are outside fending off an invasion of our current safehouse. Chance of hit drops 2%-3%, damage remains satus-quo.
|discussion=|}}
====Discussion (Marksmanship)====
Shooting zombies outside is a stupid idea, why should we be encouraging it? Also you do realise you can always exit a building if you do want to go outside and do this? So saying that people are barricading above VSB doesn't actually stop you going outside. -- {{User:Iscariot/Signature}} 05:21, 6 May 2009 (BST)
:He means "We go outside to shoot, and in the minute we're outside someone active inside cades up so we can't get back in," I think. It's still a positively moronic argument. You want to be a trenchie and spit in the face of real survivor goals, you deserve it if you get caught outside by cades. Fend off invasions from the '''inside''', where you can actually keep them out. --{{User:BobBoberton/sig}} 06:24, 6 May 2009 (BST)
 
I like how some players tell others how to play (ie. "shooting zombies outside is stupid").  Of course, I'm doing the same, in a way, with regards to this suggestion.  This HAS been suggested a lot.  The problem with it is that '''ZOMBIES ARE PLAYERS TOO'''  All this does is gives EVERY survivor in the building as much as 21 points of "armor" that zombies have to get through to get to the survivor who is shooting at them.  And since said survivor is actively shooting, they can spend an AP to keep the barricades from falling too.  And then probably Free Run away for an AP if the barricades did fall.  While it may be realistic to shoot out of the safety of a barricaded building, it doesn't work for Urban Dead where one of the main tenants is that, if you want to get XP for attacking another player, you have to risk they will attack back.--[[User:Pesatyel|Pesatyel]] 06:40, 6 May 2009 (BST)
 
'''For fuck sake''' .... READ THIS STUFF: [[Frequently_Suggested#The_List]] and [[Suggestions Dos and Do Nots]].
 
Anyway... it's not "telling people how to play" by pointing out that shooting zombies in the street is idiotic. It's also obvious that, while the game allows it, the mechanics are such that it's pretty clear you were intended to defend buildings from ''inside'', not to go shoot zombies outside who'll just stand up again for 6 AP... --[[User:WanYao|WanYao]] 10:27, 6 May 2009 (BST)
 
If your trying to ''make the game realistic'', when you lean out the window, wouldn't your target drag you out and brutally murder you. Just that one, tiny little flaw that its a stupid idea. -- [[User:Ben A Martin]]
:Unless you are bright enough to use stairs and shoot from an upper floor window :D --[[User:Honestmistake|Honestmistake]] 12:58, 6 May 2009 (BST)
Note that in this ame, all buildings have one floor. -- [[User:Ben A Martin]]
 
:You mean all those times I threw myself out the window to escape the horror of breathing, I was only falling six feet into the bushes? Hmmmm....--{{User:Winton/signature}} 05:44, 8 May 2009 (BST)
 
"we are outside fending off an invasion of our current safehouse". We ought to have a guide telling people to spend their AP on re-barricading buildings, or securing nearby buildings as back-up safehouses, or searching for radio transceivers, or indeed anything that doesn't completely waste the AP... In regard to the suggestion, it's game-breakingly powerful. I'd spam it if it were up for voting. --[[User:LaosOman|LaosOman]] 13:50, 7 May 2009 (BST)
:Define "waste of AP".--[[User:Pesatyel|Pesatyel]] 04:10, 8 May 2009 (BST)
::OK. A waste of AP is the act of spending one's AP in such a way that no significant contribution is made to whatever intentions the character has at that moment. --[[User:LaosOman|LaosOman]] 13:06, 8 May 2009 (BST)
:::"...whatever intentions the character has at the moment."?  What is that supposed to mean?  Would youlike ME to give YOU examples?--[[User:Pesatyel|Pesatyel]] 01:56, 9 May 2009 (BST)
::::Static defence of a single location is ''not smart''. --[[User:WanYao|WanYao]] 14:57, 9 May 2009 (BST)
:::::True, but the subject is wasting AP.  Doing something not smart and wasting AP are NOT (necessarily) the same thing.--[[User:Pesatyel|Pesatyel]] 18:22, 9 May 2009 (BST)
 
As I said below: Sniper pistols = INSTA-SPAM! --{{User:Pestolence/Sig}} 18:25, 9 May 2009 (BST)
----
----
 
===Shrink the map===
===Blunt Weapon Critical Hit===
{|
{{suggestionNew
|'''Timestamp:''' --[[User:Uroguy|Uroguy]]<sup>[[Zookeepers|TMZ]]</sup> 16:28, 14 February 2023 (UTC)
|suggest_time=[[User:A Big F'ing Dog|A Big F&#39;ing Dog]] 15:47, 5 May 2009 (BST)
|-
|suggest_type=Improvement
|'''Type:''' Map change
|suggest_scope=Blunt weapons
|-
|suggest_description=Blunt weapons have no purpose, but it makes sense a sharp ergonomic axe would be more damaging and accurate. However bats and pipes can do massive harm occasionally, it's the difference between a bruising blow and a bone shattering one. Therefore I suggest giving some blunt weapons a high but infrequent critical hit.
|'''Scope:''' Everyone
 
|-
Right now axes do 6 av damage per 5 attacks. Several blunt weapons do 2.5 av damage per 5 attacks. I suggest giving those weapons around a 60% chance of doing 3 additional damage on a <i>successful</i> hit. Since these weapons only have 25% accuracy that means that survivors are likely to only have one crit per 5 attacks, making the overall average damage per 5 attacks <i>identical</i> to the axe (my math is inaccurate but the final numbers would be tweaked to statistical perfection).
|'''Description:''' There are just over 3000 active characters in the game currently likely counting a significant percentage of alts and zergs. Shrinking the map by eliminating the outer first two rings of suburbs would increase the amount of interactions between the remaining characters. This shrink could be increased or decreased depending on future changes to the playerbase.
 
|}
This would give blunt weapons a much wider variance in possible damage compared to the axe. The axe would have a range of 0-15 damage per 5 attacks. A blunt weapon would have a maximum (very unlikely) damage of 25! However it would also be much more likely to do very little or no damage. With only a 25% hit rate, and just a 60% crit rate it would be common to only do 2 damage per 5 attacks, or maybe none at all.
====Discussion (Shrink the map)====
 
Blunt weapons with different stats could also be given criticals, but they'd have to be calibrated differently.
 
So that's the improvement. Now there are two ways of introducing this. One is just a blanket improvement to blunt weapons. This would make blunt weapons the ideal choice for new players after they get hand to hand combat but before they get axe proficiency. Or it could require an additional skill, with would leave blunt weapons solely used by roleplayers (but now more viably) or by gamblers who want to play the odds.
|discussion=|}}
====Discussion (Blunt Weapon Critical Hit)====
This made my head hurt. If anyone can figure out the correct numbers it'd be happy to hear them, these are just ballpark figures. --[[User:A Big F'ing Dog|A Big F&#39;ing Dog]] 15:55, 5 May 2009 (BST)
 
I think this is too much of a boost. More reasonable might be a 25% chance to cause double damage '''and''' a headshot (headshot skill not required but obviously the blow would still have to be the killer!) Still I do hate headshot as it stands and giving it away as a freebie, even a rare newbie special freebie, would upset a lot of people. --[[User:Honestmistake|Honestmistake]] 16:53, 5 May 2009 (BST)
 
ugh. more realism =/= more fun, you know. also... "realistically", how do you justify critical hits against '''the fucking undead'''??? bludgeon damage is mostly meaningless, and edged crits would have to dismember the Zeds to mean anything. and i don't think zombies would take kindly to having what would need, to be logical at all, to be ''permanent'' damage from crits.
 
bad idea. all round. --[[User:WanYao|WanYao]] 19:07, 5 May 2009 (BST)
:I mean, technically headshot is a kind of critical hit. Just because they're dead doesn't mean they don't have bones. --[[User:A Big F'ing Dog|A Big F&#39;ing Dog]] 19:59, 5 May 2009 (BST)
::No, it isn't. Otherwise it would work on survivors as well. -- {{User:Iscariot/Signature}} 23:17, 5 May 2009 (BST)
:::Does it not work on survivors? I know the old XP drain version didn't but i didn't realize the newer version didn't either. Probably should have tho, must be ages since I last got PK'd --[[User:Honestmistake|Honestmistake]] 23:50, 5 May 2009 (BST)
::::Actually it is a kind of critical hit, imo. But an automagical one, sigh. Anyway... yeah... zombies have bones... exactly... and if you crit them, they're ''fucking dead'' so those broken bones, etc. aren't going to mend. are they? meaning... a crit = a permanent penalty/disability if it has any meaning at all = really shitty if you're zombie. as I explianed before. and, as I said, and repeat, ''"bad idea. all round."'' --[[User:WanYao|WanYao]] 10:32, 6 May 2009 (BST)
::::''/me is losing patience with all these horrible suggestions'' ... apparently. siiiiiiiiigh. --[[User:WanYao|WanYao]] 10:43, 6 May 2009 (BST)
:::::Why wouldn't they mend? Zombies heal. Also, with all that jumping out of windows they must have broken bones now and then. --[[User:A Big F'ing Dog|A Big F&#39;ing Dog]] 14:42, 6 May 2009 (BST)
::::::I present the zombie chewbacca defence: Zombies do not heal in canon, being dead, and Chewbacca is not a zombie! It - does - not - make - sense! I rest my bum. --{{User:BobBoberton/sig}} 14:58, 6 May 2009 (BST)
:::::::Right. Anyway... Zombies in canon do not heal, what with being CORPSES and all. However, eating corpses in UD heals HP, I sorta forgot abt that, it being such a useless feature which I never use.... But, anyway, is HP = to physical integrity when you're dead? Not necessarily. Anyway, more realism =/= more fun. And Chewbacca is dead, it was "a long time ago", remember? --[[User:WanYao|WanYao]] 15:25, 6 May 2009 (BST)
:::::::Ok. I will support this suggestion under one condition: large trout are added to the game and act as blunt weapons. --[[User:WanYao|WanYao]] 15:29, 6 May 2009 (BST)
 
you can broke a bone by chopping an axe at your arm, for example... so no crits for bone breaking, or you should put to axes too, as they would chop off an member or get stuck on their heads (if you're saying blunt weapons are going to give them braindamage). even tho it would make blunt weapons used more often, is not a great idea... then if i use a knife, i can crit and hit him on the eyeball!!! jk --[[User:HentaiX|HentaiX]] 06:40, 10 May 2009 (BST)
 
----
----


 
===Action Points===
 
{|
===GPS Use - Display Suburb===
|'''Timestamp:''' [[User:Wolldog1]] 10:07, 26 July 26, 2022
{{suggestionNew
|-
|suggest_time=[[User:A Big F'ing Dog|A Big F&#39;ing Dog]] 18:28, 4 May 2009 (BST)
|'''Type:''' Action Points Increase Regeneration Rate
|suggest_type=Improvement
|-
|suggest_scope=GPS Device
|'''Scope:''' Everyone
|suggest_description=I suggest allowing people to use GPS units to inform others of their general area. Clicking a GPS unit would cost 1AP and turn on this feature. Clicking it again would turn it off.
|-
 
|'''Description:''' Due to the passage of time with mobile games and other real time action games without restriction,  I think that we should address the action points system of the game. This game can only realistically be played for 5 minutes a day. So it's not really a seller for new blood. If we want to see this game survive it needs to evolve into something more exciting than 5 minutes. My suggestion is double the regeneration rate to improve activity. I love this game. I want to play it more. And the die hard fans I'm sure feel the same. More will go on in a day, sure. But that's for both sides. We're ready for it. Let's get this game moving again. We need this.
If you have a GPS unit your contact list would display the current suburb of any contact with an <i>activated</i> GPS unit in their inventory. Your own GPS need not be activated. This makes GPS units useful but risky to use, as they can attract both friends and enemies. However only providing the suburb, not the precise location, prevents them from being overpowered or overly dangerous.
|}
 
====Discussion (Action Points)====
Zombies would be able to use this as well, but they'd have to acquire their GPS units and turn them on or off while living. They'd also be able to drop their GPS units to hide.
|discussion=|}}
====Discussion (GPS Use - Display Suburb)====
Certainly allows for a lot of harassment. I'd say you should only be able to access it if yours is on as well. No free rides (positions). Then again, I'm not a fan of the idea in general. --{{User:BobBoberton/sig}} 18:38, 4 May 2009 (BST)
:I thought about that, but someone could just turn it on, check their contact list for someone's positions, and then turn it off again. Making it work for mutual contacts only is one option, but people use their contact list for enemies as much as allies. A complicated system to only allow certain color contacts would work, but I decided to follow K.I.S.S. Also to make it less "free" this could be dependent on both parties having a powered phone mast in their suburb.--[[User:A Big F'ing Dog|A Big F&#39;ing Dog]] 19:13, 4 May 2009 (BST)
::"Last known location" could be one way to discourage people just flipping it on for a second. You ping, you're visible. Like active sonar in a submarine! --{{User:BobBoberton/sig}} 19:15, 4 May 2009 (BST)
:::True, but since the odds of the person staying in the same location the entire time your using your AP for te day is pretty high, that wouldn't matter so much.--[[User:Pesatyel|Pesatyel]] 06:11, 5 May 2009 (BST)
::::Pinging isn't a bad idea, but can't be the only method or zombies wouldn't be able to use GPS units they carry. How about if your GPS unit is on it displays your current suburb in normal text, if it is off it just displays the last suburb it was on within in faint gray text. Dropping all GPS units would make it blank.--[[User:A Big F'ing Dog|A Big F&#39;ing Dog]] 15:02, 5 May 2009 (BST)
 
nothing against your general ideia... but for me zombies can't check a GPS once or awhile. in "realistic mode" they're kinda dumb... (unless they buy the skill memories of life...? or something...?) in UD mode (im not saying it isn't realistic... dont glare at me like that!), they can't see what they're carrying.--[[User:HentaiX|HentaiX]] 06:48, 10 May 2009 (BST)
:Yeah, but they can still understand English and read, and even listen to radios. --[[User:A Big F'ing Dog|A Big F&#39;ing Dog]] 20:51, 15 May 2009 (BST)
----
----


===Weather===
===Drone===
{{suggestionNew
{|
|suggest_time=[[User:LaosOman|LaosOman]] 17:06, 4 May 2009 (BST)
|'''Timestamp:''' [[User:Rosslessness|<span style="color: MidnightBlue ">R</span><span style="color: Navy">o</span><span style="color: DarkBlue">s</span><span style="color: MediumBlue">s</span><span style="color: RoyalBlue"></span>]][[User_Talk:Rosslessness|<span style="color: RoyalBlue">l</span><span style="color: CornflowerBlue">e</span><span style="color: SkyBlue">s</span><span style="color: LightskyBlue">s</span>]][[User_Talk:Rosslessness/Quiz|<span style="color: LightBlue">n</span><span style="color: PowderBlue">e</span>]][[Monroeville Many|<span style="color: PaleTurquoise">s</span>]][[The Great Suburb Group Massacre|<span style="color: PaleTurquoise">s</span>]]<sup>[[Location Page Building Toolkit|<span style="color: DarkRed">Want a Location Image?]] </span> </sup>  19:10, 23 July 2022 (UTC)
|suggest_type=Flavour
|-
|suggest_scope=Everyone
|'''Type:''' Survivor Item
|suggest_description=It's not so much needed as it is wanted. I'm sure I'm not the only one who fancies some climate. I've yet to find a duplicate for this suggestion: most of them have only three options, and most of them affect gameplay.
|-
 
|'''Scope:''' Survivors
Now, here's the idea. Outdoor areas and certain buildings would get a small line added to the description of the site. This would be right after "You are standing outside the Millett Building, a fire-damaged red-brick building with smoke drifting from its roof." Basically, first you get the description of the building, then the weather, and then the building's status. "You are standing outside the Millett Building, a fire-damaged red-brick building with smoke drifting from its roof. The rain forms small puddles around you. The building has been very strongly barricaded."
|-
 
|'''Description:''' Portable drone, found in mall tech stores, which are pointless as we all know. Encumbrance is 10%. When activated for 15ap they provide an image of a 10x10 grid centred on the survivor, showing the current outside status of all blocks including zombies, survivors and dead bodies. Like DNA scanners, Drones are multi use.
Weather would be one of the following: sunny, heat, cloudy, windy, rain, thunderstorm, snow, hail.
|}
 
====Discussion (Drone)====
Buildings that allow the survivors to witness weather are Stadiums, Fort Gatehouses, all Zoo buildings except the Reptile House and the Aquarium, Buildings (NT or normal), Hospitals, Hotels, Schools, Towers and Junkyards. Standing on an [[Empty Block]] or outside a building also lets you witness the weather, obviously.
Would there be a message displayed to the players to the effect of "there's a drone buzzing overhead", similar to a flare? --{{User:A Helpful Little Gnome/Sig}} 02:19, 24 July 2022 (UTC)
 
The weather changes every day at midnight, and the available weathers depend on the season. On weather events (like the Halloween fog), the event gets priority.
:Spring: sunny (20%), heat (5%), cloudy (25%), windy (20%), rain (25%), thunderstorm (5%)
:Summer: sunny (30%), heat (25%), cloudy (20%), windy (15%), rain (10%)
:Autumn: sunny (10%), cloudy (25%), windy (25%), rain (30%), thunderstorm (10%)
:Winter: sunny (5%), cloudy (25%), windy (15%), rain (15%), snow (25%), hail (15%)
 
Flavour text for outdoors, Zoo Enclosures, Stadiums and Junkyards could be like this:
*You are standing outside <place>. The sun is shining.
*You are standing outside <place>. Heat pounds down on you.
*You are standing outside <place>. Clouds block the sunlight.
*You are standing outside <place>. A few leaves are blown around.
*You are standing outside <place>. The rain forms puddles on the ground.
*You are standing outside <place>. Lightning flashes in the sky.
*You are standing outside <place>. The ground is covered in a blanket of snow.
*You are standing outside <place>. Hail falls down around you.
 
For indoors:
*You are inside <place>. The sun shines in through the windows.
*You are inside <place>. With the AC broken, the heat is killing.
*You are inside <place>. Through the window, you can see a grey sky.
*You are inside <place>. Rain droplets slide down the window.
*You are inside <place>. You hear the wind howling outside.
*You are inside <place>. Every so often, you hear thunder.
*You are inside <place>. Through the window, you see the snow falling down.
*You are inside <place>. Hail constantly taps against the windows.
|discussion=|}}
====Discussion (Weather)====
You'd have saved yourself lots of typing if you'd have found the real dupe. -- {{User:Iscariot/Signature}} 18:12, 4 May 2009 (BST)
:Could you provide a link to "the real dupe", please? --[[User:LaosOman|LaosOman]] 14:14, 5 May 2009 (BST)
::I could. -- {{User:Iscariot/Signature}} 20:15, 5 May 2009 (BST)
:::<nowiki>*snark*</nowiki> --{{User:Pestolence/Sig}} 20:30, 5 May 2009 (BST)
:::Why did I even try...? Anyway, I went through 181 seach results containing the word "weather". Either they affected gameplay, or they had significantly less possibilities for the weather. --[[User:LaosOman|LaosOman]] 19:08, 6 May 2009 (BST)
As Iscariot, and you pretty much duped yourself even though you say it's "not a dupe." I still think it's dupish enough to be duped. Weather should be the same across Malton (both for realism and ease of coding on Kevan's part, really), and freak snowstorms and all that jazz in the middle of summer doesn't make any sense either. --{{User:BobBoberton/sig}} 18:40, 4 May 2009 (BST)
:What, so all weather-related suggestions are now dupes because there's one weather-related suggestion already in existence? I still believe that this is arguably different - more weather types and it doesn't affect gameplay. I'll take the other things you said into account, though. --[[User:LaosOman|LaosOman]] 14:14, 5 May 2009 (BST)
 
So it's just flavour? As such it's not a bad idea. I don't love it, but I don't hate it, either.  Oh.... pls find the "real dupe"... otherwise it's hearsay. --[[User:WanYao|WanYao]] 19:11, 5 May 2009 (BST)
 
It's a good idea for flavour but needs adjusting; remove the snow as it's already in game, you don't need rain AND downpour, as for heat, it makes me think of rabbits humping... and it's more of an effect of the weather than actual weather. The descriptions could probably use a touch up but I'll leave that for later. --[[User:Kamikazie-Bunny|Kamikazie-Bunny]] 23:10, 8 May 2009 (BST)
:...Snow's in the game? I've never seen it, though? Rain and downpour are two very different things (as any Dutchman will confirm), and I couldn't think of a better name for the weather that causes heat. The descriptions might need a little improvement, yeah... {{unsigned|LaosOman|10:52, 9 May 2009}}
::It happens every Christmas. Sign yo posts. {{User:DanceDanceRevolution/sig}} 12:00, 9 May 2009 (BST)
:::Rain and downpour are just descriptions of how heavy the rain is, so are wind and gale, what would be better would be having descriptions for the middle ground. e.g. Rain/Downpour - <Rain falls down around you>/<Rain pounds on the windows> that way you don't have too many descriptions and it also leaves room for the players imagination to fill in the gaps. Part of the charm of UD is the way it leaves banks for you to fill by giving you a general view. --[[User:Kamikazie-Bunny|Kamikazie-Bunny]] 16:30, 9 May 2009 (BST)
::::Point taken and worked in. --[[User:LaosOman|LaosOman]] 19:38, 10 May 2009 (BST)
----
----


===Backpack===
{|
|'''Timestamp:''' [[User:Wild Crazy|Wild Crazy]] ([[User talk:Wild Crazy|talk]]) 20:55, 20 September 2021 (UTC)
|-
|'''Type:''' New item
|-
|'''Scope:''' Survivors
|-
|'''Description:''' This will be a new item found in schools with a 2% find rate and sports stores with a 4% find rate. The low numbers are because, like a flak jacket, once you find it you have it forever. It increases you encumbrance by 30%. However, you can't use an item that is in your backpack until you remove it from the backpack. It costs one AP to add an item to your backpack and one AP to remove an item. An item affects your regular encumbrance until added to the backpack. Items such as GPS, radios, cell phones, and flak jacket do not work when in your backpack. Items in your backpack will not be shown in your inventory, but the backpack itself will be shown in your inventory. There will be a drop box next to the word backpack that shows all the items inside. When you click on an item in that drop box, it removes it from your backpack (1 AP).




===Slanted Killing XP===
Q: Wouldn't this buff survivors, since they can carry more bullets and kill more zombies?
{{suggestionNew
|suggest_time=[[User:Parakirby|Parakirby]] 10:36, 5 May 2009 (BST)
|suggest_type=Balance change
|suggest_scope=Everyone
|suggest_description=As it stands now, both teams are running around, killing people at complete random. While this may seem fair for long term players, people who are new and have yet to level up may find the constant death frustrating. In order to counteract the constant lower-level character killing, why not change the amount of XP gained from killing?
<b>As it is now:</b> 10 XP is earned per kill, no matter what.
<b>What is suggested:</b> 5 XP for someone who is five levels or more under you, 8 for anyone between four and one level under you, 10 for anyone your level or two levels higher, 12 for anyone three to five levels higher, and 15 for anyone higher than six levels above you.
<b>Impacts:</b> This means that all players who are more experienced will be targetted over new players, leading to a decrease in frustration among the newbie population. It will also encourage players to attack other players who are much higher levelled than them, in an effort to get the larger XP bonus.
|discussion=|}}
====Discussion (Slanted Killing XP)====
 
Speaking from experience, as A zombie I always try and kill the highest level survivor in the room anyway. And if im killing a zombie chances are I don't know his level anyway unless I've DNA scanned him first. --{{User:Rosslessness/Sig}} 16:08, 3 May 2009 (BST)
:This is another one that's been suggested in various forms, many times. Anyway... Ross'ss is right: most organised zombies already target high level characters first because they constitute the greatest threat. Ferals, however, are often another story... And because zombies are anonymous, this won't help babahz -- sadly, because headshot sucks as a babah. Anyhoo... Revives are easy to come by, so getting killed lots isn't an issue. Get used to dying, it's part of the game. And as a babah harman, avoid the most dangerous suburbs. Hit the orange or "hot yellow" suburbs where there will be opportunities to level up (green burbs are a waste b/c there's nothing to do to level, red zones are well you know...) And btw it's not random if you join a good group, wink wink nudge nudge... --[[User:WanYao|WanYao]] 17:00, 3 May 2009 (BST)
 
You do realize that the kill XP is only a fraction of the total XP you gain from a kill? You get 1 XP for every point of damage you cause, so you end up getting 50 or 60 XP just from that. 5XP either way wouldn't make much of a difference. --[[User:Midianian|Midianian]]<small><sup>¦[[User talk:Midianian|T]]¦[[Developing Suggestions|DS]]¦[[Suggestions|SP]]¦</sup></small> 17:31, 3 May 2009 (BST)
 
Works fine for zombies, sucks for humans. Even if you can scan, if the stack is already all scanned, you'll only be able to hit one zombie unless you use contacts. Zombies can target and view profiles of anyone they choose. --{{User:BobBoberton/sig}} 20:00, 3 May 2009 (BST)
:But levelling is WAY easier for survivors. Still, you have a point -- though if they matter, I have local zombies all contacted. --[[User:WanYao|WanYao]] 11:13, 4 May 2009 (BST)
 
I think it is being forgotten that 80% of the time, fights encounters players aren't active.  That is to say, that when one player encounters another, the other player is most often not actively controlling the character.--[[User:Pesatyel|Pesatyel]] 18:07, 4 May 2009 (BST)
 
:same to the dificulty of finding someone at some areas, as said above. it's pretty much hard as hell to find a lone zombie if you're not experienced as a survivor (somewhat im feeling like im talking bout myself). same goes to unexperienced zombies, who must try to focus on unbarricated (read as wandering) survivors for the kill. --[[User:HentaiX|HentaiX]] 07:03, 10 May 2009 (BST)
----
 
===Day / Night Cycle===
{{suggestionNew
|suggest_time=[[User:Allope|Allope]] 22:26, 2 May 2009 (BST)
|suggest_type=improvement
|suggest_scope=Survivors and zombies
|suggest_description=To make things easier and challenging to both sides I would suggest a day and night cycle. This could make things interesting by utilizing the games dice roll function. During the night cycle it would make finding objects harder for survivors and decrease the visibility of zombies to survivors until they were closer. Also it could affect the the dice roll for survivor/zombie battles. During day cycles it could improve the dice roll for survivors for finding/fighting objects/zombies. Since this game is played by people all over the world the clock could be based on GMT time or something. Zombies are scarier in the dark aren't they? I got this idea from old greats like "Ultima" and Zork (remember the grues when you were in the dark w/o a lantern??). I am new to this game so forgive if the suggestion is "out there"  hah. Look forward to running into some of you in Malton. [[User:Allope|alex255]]
|discussion=|}}
====Discussion (Day / Night Cycle)====
 


First off I think it has been suggested before, I'm not sure though. Second, what about those players who live in the wrong time zone for their side? The easy example being survivors who can't be awake during the in-game daytime and take advantage of that, forced to always search during in-game darkness because that is when they play? - [[User:Whitehouse]] 23:00, 2 May 2009 (BST)
A: Since it costs an AP to add and remove an item, it wastes a lot of AP to put bullet clips in your backpack if you are planning on using them right away.


Dice? DICE? How dare you blaspheme the Mighty RNG!! On a more off-topic note, I don't mind new blood, but all these junk suggestions lately coupled with the "I'm new (and didn't do my homework) so don't hurt me" lines in the suggestions is getting old. On-topic - if you use GMT (or any timezone for that matter), you're screwing players who happen to be in other timezones over if they're only able to play at night. --{{User:BobBoberton/sig}} 00:18, 3 May 2009 (BST)


Similar stuff has been [[PR_Malton#Day_Cycle|suggested before]]. But as said above, it can't, simply can't, be based on GMT or any other 24hr timezone. It needs to be out of sync with any timezone, so that everyone gets their share of positive and negative day cycle changes in their own preferred playing time. I suggest making a full in-game day cycle last either 36 or 48 hours. Also I'd make sure that all styles of play had something to do that will benefit them, and also something that would detract from them, in both day and night cycles, so that there isn't a time of day when players need to do nothing but hide without being penalised <small>-- [[User:Boxy|<span style="color: Red">boxy</span>]] <sup>[[User talk:Boxy|<span style="color: Red">talk</span>]] • [[The Rules|teh rulz]]</sup> 01:05 3 May 2009 (BST)</small>
Q: If it wastes AP, what is the point?
:Sure, it could be based on a Urban Dead standard time which isn't a time clock but just some kind of day/night timer. But if this has been a suggestion that was not able to be considered in the past then it should be put in the dead topic list. Before i suggested this I made sure it was not in that list. --[[User:Allope]] 01:25, 3 May 2009 (BST)
::As long as you make it sufficiently different from past suggestions (easy enough if you put a bit of time into it here), it won't be [[dupe]]d <small>-- [[User:Boxy|<span style="color: Red">boxy</span>]] <sup>[[User talk:Boxy|<span style="color: Red">talk</span>]] • [[The Rules|teh rulz]]</sup> 01:43 3 May 2009 (BST)</small>


Thanks for the advice Boxy, I'll do my best. I have a question though. Being an IT person myself, I am wondering if this sort of change is technically possible since it would affect a large part of the game? And do any of you think it would really make the game more interesting. These are probably the more important questions.
A: It will be useful if you want to carry around an extra stash of items, such as FAKs and Revivification Syringes, or if you are going far away from any resource buildings and need some extra supplies.
:If you read the areas describing suggestions, I'm fairly sure it mentions somewhere that we're not supposed to talk about coding feasibility or program efficiency when it comes to suggestions - that's for Kevan and Kevan alone to decide. --{{User:BobBoberton/sig}} 02:11, 3 May 2009 (BST)
::People still do however - one must remember that those guidelines are old, and it's not all that unreasonable for those with some coding experience (don't look at me) to discuss how hard it may be for a suggestion to be implemented.
::Oh, and one must always remember that Kevan doesn't really like coding, so difficult mega-suggestions aren't likely to be implemented. {{User:Linkthewindow/Sig}} 13:11, 3 May 2009 (BST)
:::Don't forget that we're not allowed to shoot down suggestions because of coding difficulty. It's written down in the rules. -{{User:CaptainVideo/sig}} 03:24, 5 May 2009 (BST)


I reckon a cycle where day and night are both 24 hours long would work well. Perhaps with Survivor benefits during the day (improved search rates), but with improved Zombie benefits at night (accuracy boost) --{{User:Blake Firedancer/sig}} 09:21, 3 May 2009 (BST)


Above issues asides, you are suggestions a 12 hour period when survivors have a search rate advantage, and a night were ''everything'' is hindered. It is sounding like the right way to make Urban Dead less fun, with no drawcards bar a search rate boost for the group that is currently dominating. {{User:DanceDanceRevolution/sig}} 11:24, 3 May 2009 (BST)
Please give your thoughts.


I, for one think it is a great idea, and will for for it when the time comes. You have to agree, in all movies, the zombies are at the full stage of power in the night, and weaker during the day. However, a server time indicator would be needed, otherwise this idea would be horrible, because some would always see the negative, and sticking to realism, can't you notice when it day or night? Great thoughts.-- {{unsigned|Ben A Martin|00:38, 5 May 2009}}
|}
:Those are vampires. Zombies don't give two brain cells (mostly because theirs are, you know, dead) about whether or not it's daytime. And you forgot a verb and duplicated a preposition too. --{{User:BobBoberton/sig}} 01:38, 5 May 2009 (BST)
====Discussion (Backpack)====
:Actually, that was just a general jumble of incoherency. You are awarded no points, sir. --{{User:Pestolence/Sig}} 03:33, 5 May 2009 (BST)
 
something is pretty much wrong about your idea, and is quite simple: why shouldn't i just adventure myself in daylight as a survivor and hide/barricate myself at night? that means i only have to spend out my AP at day, and logoff when it's close to night, or (when night) spending all the remaining AP sitted at my comfortable hospital's bench drink beer and reading books? people who can only login at night times (for any-or-so reason) should have this as permanent disvantage? zombies wouldnt find any lone wanderers to kill anymore, cuz every survivor will try to hide himself when night and all zombies will only try to go hunting when the sun is gone... no more fights? or zombies will have to dare into the sunlight (that may burn them? wth!) having a disvantage or the other way around...? (EDITED) oh, btw... making an somewhat flavour description of it would really be greater... like "the sun shines over the broken windows" or "the darkness stands outside" or anything cooler than those jerky phrases... --[[User:HentaiX|HentaiX]] 07:13, 10 May 2009 (BST)
----
----
===.22 Rifle===
{{suggestionNew
|suggest_time=[[User:LarzAluphe|LarzAluphe]] 22:04, 29 April 2009 (BST)
|suggest_type=Weapon
|suggest_scope=Survivors
|suggest_description=As to break away from the fact that apparently there are only Pistols, Shotguns, and Flare Guns in Malton, and to break away from the usual Rifle spam. I'm introducing: the .22 Rifle!
Damage 7 points (5 against a flak jacket.)
Base accuracy 10%
Capacity 1 Round
Locations Mall Gun Stores (2%) (The rounds 4% or maybe Higher?)
Police Departments (3%) (Rounds 5%)
Encumbrance 8%
    * Starting Skill: 15% Accuracy
    * Basic Firearms Training: 35% Accuracy
    * Rifle Training: 60% Accuracy
    * Advanced Rifle Training: 75% Accuracy
Now, while this is going to be subject of spam and mass kills, I WOULD like to say, that this would mostly just be there to fill the gap of a less-damaging but more accurate gun, and to get rid of the fact that there's only pistols, shotguns, and flare guns in this city when it comes to guns.
|discussion=|}}
====Discussion (.22 Rifle)====
This is too similar to the shotgun to justify adding it into the game. Plus, how would hunting rifles make it into the city in the first place? I doubt that too many people in a large city like Malton would have them before a zombie outbreak, and they wouldn't be able to make it in after the quarantine. --{{User:Pestolence/Sig}} 23:13, 29 April 2009 (BST)
Dupe dupe dupe dupe dupe dupe dupe dupe dupe dupe dupe dupe dupe. That's about how many times this has been suggested. We have shotguns and pistols and that's balance - and that's all we need. Check [[Frequently_Suggested|Frequently Suggested]], please. --{{User:BobBoberton/sig}} 23:59, 29 April 2009 (BST)
Honestly? It's easy that they would make it into a city. What do gun stores have in them? Only pistols and Shotguns? No, they do have Hunting Rifles in gun shops, even if it's the big city. Also: It's not ALL about balancing. It just bugs me and my cousin (who also plays this) to the point that he said that there's "only Revolvers and Double-Barreled Shotguns. What is this, the Wild West?"
--{{User:LarzAluphe}} 23:30, 29 April 2009 (BST) ((Last time I edit that. Can't get the link to work)
:I actually think that hunting rifles are more likely to be found in shops than pistols and shotguns. Since, you know, hunting rifles are actually legal... But I too must ask, how is the difference significant enough to warrant a new weapon? --[[User:LaosOman|LaosOman]] 14:45, 30 April 2009 (BST)
This is an instance where the mechanics are more important then the realism.  In Urban Dead, The shotgun fills the role of a high damage, low ammo weapon.  The pistol fills the roll of a medium damage, medium ammo weapon.  What does THIS weapon do?  It gets a +5% accuracy bonus over the shotgun and that's it.  It is heavier then the shotgun --[[User:Pesatyel]] 04:37, 30 April 2009 (BST)
I don't need to read this. UD doesn't need new weapons. --[[User:WanYao|WanYao]] 20:28, 30 April 2009 (BST)
Alright, I changed the suggestion a bit to reflect the fact that the Hunting Rifle would fill in a roll of higher accuracy, but at a damage Penalty. Also: I find it funny that people thing that cities should only have Revolvers (What pistols do YOU know of that uses CLIPS (different then magazines) and only has 6 shots?) and Double-Barreled Shotguns? They would have at LEAST an Auto-shotty or SOMETHING better then a double-barreled shotgun.
P.S. I changed the name to a more realistic name, which is an actual rifle caliber.--{{User:LarzAluphe}} 23:32, 30 April 2009 (BST)
:This has been suggested about 80 bazillion trillion times. And it's always shot down by experienced players for a number of reasons. Primarily, UD doesn't need any new weapons. Period. The choices we have make for game balance and simplicity. Adding more weapons will water down all search %ages in PDs. Adding more weapons is considered trenchcoatish - but let's explain why that's said... The focus of the game is not on shooting zombies. The focus of the game is not on guns and military types. Sure, these exist, but mostly it's about regular people scrambling to make do with what's around them. ''Surviving''. And surviving isn't about shooting stuff: it's about hiding behind barricades or running when the barricades fall... and on healing the injured and reviving the undead... These are the most important and productive things for survivors to do -- not shoot shit -- and the game mechanics actually reflect this assumption. Except for XP gaining... but that's another story. Focusing on shooting zombies is seen by experienced players as non-productive behavior, and combined with a certain attitude which thinks this is an FPS and revels in pointlessly killing zombies in the street for example, then it's bona fide "trenchy".
:Anyway... no new guns are really needed in UD. --[[User:WanYao|WanYao]] 01:12, 1 May 2009 (BST)
:As I said, its NOT about "not wanting" new guns in the game.  We already have a [http://wiki.urbandead.com/index.php/PR_Weapon#Combat_Shotgun combat shotgun], [http://wiki.urbandead.com/index.php/PR_Weapon#Flamethrower flamethrower], [http://wiki.urbandead.com/index.php/PR_Weapon#MP5_Submachinegun MP-5], [http://wiki.urbandead.com/index.php/PR_Weapon#Pipe_Guns Pipe Gun], and [http://wiki.urbandead.com/index.php/PR_Weapon#Submachinegun Another Submachinegun] in Peer Review (as well as Brass Knuckles, Chainsaws, Bricks, Machetes, and Molotov Cocktails).  Take a look at those and see WHY they made it into Peer Review and this idea won't.  Urban Dead has very simplistic.  And I don't think a +10% to hit bonus outweighs all the negiatve comparisons to the shotgun.--[[User:Pesatyel|Pesatyel]] 01:57, 1 May 2009 (BST)
:What I would like to say, is that this game pretty much NEEDS a rifle. No one IRL would suddenly be able to craft a Rail-spike shooting gun, or randomly find a FLAME thrower, but they WOULD be able to find a RIFLE. I do believe that there should be more Weapons in this game, a way to single down your searches (Only look for, say, Shotgun, Shotgun Shells, Pistol Clips) that would recalculate what you'd find, based on what you're LOOKING for. Another thing: where the HELL would you find a flame thrower? It's not like someone wold suddenly become McGyver and fashion one of of a paper clip, two rocks, and a piece of clothing. Once again, I would like to state the more or less NEED of a Rifle in this game. The best way to DO this, is find a balanced way to combine less powerful shots, with more accuracy. Another thing about this game, is that you won't be able to fire a shotgun as accurately as a pistol. So you we should PROBABLY try and tone down the accuracy on that, while buffing the fire power.
::First, don't forget to sign your posts.  Second, the flamethrower is found in the Armory.  Third, I've already tried to explain it, now THREE times, that Urban Dead is very simplistic.  When it comes to guns, you have 3 factors involved:
::*Ammo capacity
::*Damage
::*Accuracy
::The shotgun has high damage and low ammo.  The Pistol has medium damage and medium ammo.  Both have high accuracy.  So what does that leave?  A gun with low damage and high ammo.  Your really NOT going to be able to affect accuracy at all since guns are meant to be highly accurate in the first place.--[[User:Pesatyel|Pesatyel]] 07:39, 1 May 2009 (BST)
'''AUTO-SPAM''' - 'Nuff said. --{{User:Axe Hack/Sig}} ({{User:Axe Hack/Stat}}) 01:32, 1 May 2009 (BST)
:::what bout a nail gunner? lots of ammo, low damage *laughs* --[[User:HentaiX|HentaiX]] 07:51, 10 May 2009 (BST)
::::How about axes and knives? No ammo needed, low/moderate damage. --{{User:BobBoberton/sig}} 07:56, 10 May 2009 (BST)
----
===Sprinter===
{{suggestionNew
|suggest_time= 12:09, 27 April 2009 (BST) (By [[User:WarlockVI|WarlockVI]])
|suggest_type=Skill.
|suggest_scope=Zombies/Humans/both.
|suggest_description= +10 to your AP max.   
(Basicaly allows you to store more AP, so you can do more things in a big sprint.)
(you can do Exactly the same ammount as anyone else, in total, just more in one session (if you want to)).
|discussion=|}}
====Discussion (Sprint)====
Not against it per say but it would lead to a rush of violence when all the office only players log in on a Monday morning--[[User:Honestmistake|Honestmistake]] 12:11, 27 April 2009 (BST)
As with HM, I think it would be interesting to see this in action. I doubt that it would be game breaking, but it would cause all sorts of chaos. --[[User:Johnny Bass|Johnny Bass]] 20:44, 27 April 2009 (BST)
Not to mention that IP hits would need to possibly be re-calculated. The hit limit now is 160, and this is for 3 characters - about 53 apiece, so 50 AP and some login stuff. This would potentially require a 190 hit limit, or people with this skill are going to more frequently run into the current limit. --{{User:BobBoberton/sig}} 23:53, 27 April 2009 (BST)
:Not really. All the characters would still get only 48 AP per 24 hours, so most of the time there wouldn't be a problem. --[[User:Midianian|Midianian]]<small><sup>¦[[User talk:Midianian|T]]¦[[Developing Suggestions|DS]]¦[[Suggestions|SP]]¦</sup></small> 09:46, 28 April 2009 (BST)
::Well yes, but if you take a day off then it's going to stack up and your third character will be screwed over halfway through playing. The IP limit is based not on regen, but on max AP. Well, if we change max AP... it's still something to take into consideration. --{{User:BobBoberton/sig}} 18:49, 28 April 2009 (BST)
How?--[[User:Pesatyel|Pesatyel]] 03:29, 28 April 2009 (BST)
:Exactly, under what circumstances? What is the inherent disadvantage of choosing to use this action? There needs to be more details to this suggestion. {{User:DanceDanceRevolution/sig}} 10:11, 29 April 2009 (BST)
:? Disadvantage to using this action? it isnt an action, The Disadvantage would be that you wasted your xp on the Skill, it just is, like so many other skills. +x% to hit combat skills, Free running, actualy 90% of the skills, they dont have a disadvantage, They just are. Ps: more details?, this kinda says all thats needed i believe. namely exactly what it does, it simply adds +10 to you AP storage Max. Aka Allowing you to store up to 60ap, instead of just 50.--[[User:WarlockVI|WarlockVI]] 12:36, 29 April 2009 (BST)
::The other skills are generally limited in their use by requiring some extrnal addition.  Free Running requires you be in a building from which you can free run.  Tagging requires a spraycan.  This is an "always on" skill.  So why not just suggest +50 AP?  +100 AP?  ALL skills require some level of realism.  Just saying you want more AP doesn't mean you should just GET more AP.  Take a look at the update history of the game.  Everything that has been added has been added with a thematic/realism element attached.  All THIS suggestion says is that veteran players can kick the crap out of newbies that much longer.  There HAS to be some kind of penalty/downside.--[[User:Pesatyel|Pesatyel]] 04:44, 30 April 2009 (BST)
:::there is a downside, if you come back after a weekend away and burn through those 60AP over your monday morning coffee break you will log on for tuesdays coffee break to find you have 12 less AP than you had yesterday... thats the same number you would have had before the AP cap was raised but its going to seem less. Also (as pointed out above) if you play 3 characters without donating then one of them is only going to run out of IP hits pretty fast. --[[User:Honestmistake|Honestmistake]] 09:23, 1 May 2009 (BST)
This would result in many players (esp zombies) creating an extra character so they can cycle round the IP hits for maximum actions per day... not necessarily a bad thing but worth  considering the negative aspects, IP switching zergers would just have more actions for less effort while the rest of us would have the annoying option of choosing which character didn't get to use all his AP today--[[User:Honestmistake|Honestmistake]] 13:36, 29 April 2009 (BST)
what bout this new skill simply need u to use something to "boost" ur character? like using a dose of adrenalyne... "you inject yourself with adrenalyne..." or "you summon the powerful snickers out off the bible" or even "u eat the newspaper!"? --[[User:HentaiX|HentaiX]] 08:05, 10 May 2009 (BST)
::Adrenaline would kinda give you just X AP if it where ever implemented, While this is just saving your energy's for a later date. its just a character trait, (one i myself personaly posses) your able to expend a lot of energy in one go, but will need to rest a lot lot longer then most others for it to fill up again.  (wich is kinda what this does) --[[User:WarlockVI|WarlockVI]] 15:16, 11 May 2009
I feel to many people are thinking to much about the implementation and scripting of it And the IP limit etc, not just the general suggestion.
Wich is what this should be about, (well according to their own Suggestions FAQ) Implementation beeing left to the designer. 
But thats just my oppinion. --[[User:WarlockVI|WarlockVI]] 15:19, 11 May 2009
:This has the potential to change the whole balance of the game. Increase the stored AP too much and no barricaded building would be safe from even a single zombie, let alone a horde. Organised zombie hordes attack in coordinated waves, waiting until they are all at maximum AP and breaking in. A 10 zombie break in, with 10 extra ap each means something like 3 extra, full HP, survivor deaths per break in. Keep multiplying, and you get the idea. The games percentages and damage rates have been designed around that 50ap limit.
:The 50ap limit also works well for time management reasons. Every 24hours you are close to maximum aps without having missed any. People work on daily timetables, and getting time for UD often only comes at a set time of day, meaning that you can coordinate with others in your optimal play-time. Having your maximum APs come up at a different time each day (every 30 hours) wouldn't be as convenient... unless you're going to modify your sleep patterns to optimise your UD ap usage :P <small>-- [[User:Boxy|<span style="color: Red">boxy</span>]] <sup>[[User talk:Boxy|<span style="color: Red">talk</span>]] • [[The Rules|teh rulz]]</sup> 14:54 11 May 2009 (BST)</small>
----.
===Burn bodies===
{{suggestionNew
|suggest_time= [[User:Supflidowg|Supflidowg]] 22:03, 24 April 2009 (BST)
|suggest_type= Skill
|suggest_scope= Human
|suggest_description=(this may have been put up multiple times but I wouldn't know since im new and anyway this is a version I created) This is a skill that allows someone to burn corpses like in a real zombie armagedon. It would require you to have a fuel can(duh) and a flare gun(since there are no matches) it would cost 4Ap for every 5 corpses and so on,(pouring fuel is 2 Ap and lighting is 2 Ap) the person doing the burning would have a 20% chance at burning the corpses(with the flare) and the action '''pour fuel on bodies''' button would be first ''-(name here) pours fuel over the bodies-''(100% chance of this)then they would attempt to light the fuel soaked bodies with the button '''fire flare''' ''-(name here) sets fire to the bodies on the ground-'' and if you miss ''-(name here) misses with the flare-''. If the bodies are alighted,(set on fire) whenever they stand up they would have the condition ''Burned'' on them (it would sap 1 Hp per move untill they reach 40 Hp) and a 25% reduction in accuracy ''-(name here) misses due to the 3rd degree burns on their body-'' it shows no mercy to any body, surviver or zombie and a first aid kit would heal the burned status and 5 Hp but the accuracy is still reduced untill 15 moves after being burned(not including standing up), death or an extra first aid kit use(the extra kit will have a healing reduction of 3 points). Bodies cannot be burned more than once or you recieve the message ''-you see there is nothing left to burn-''(appears when you attempt to pour the fuel and wont cost Ap) and burned bodies do appear on the browser screen as ''-there are X burned bodies here-''(I also had another idea but I would like anyones opinion on it, Burnig the body of a surviver would also prevent survivers from becoming infected since you burned the infection off)
|discussion=|}}
====Discussion (Burn bodies)====
First of all, this has been suggested a lot.  Secondly, this just hurts newbies (especially converts).  Is that 25% reduction off the top or straight?  Meaning, if my bite is 30%, does tat mean its reduced to 22% or to 5%?  You say it "shows no mercy to any body", so does that man my burning zombie gets a "flame" bonus to his sttacks?--[[User:Pesatyel|Pesatyel]] 05:59, 25 April 2009 (BST)
It's a dupe. Although after a quick look, I couldn't find said original suggestion, so maybe the suggestion I'm thinking of never made it off this page. Hmm. {{User:DanceDanceRevolution/sig}} 07:59, 25 April 2009 (BST)
the % value is relitive of your total accuracy percentage so if your bite is 30% it is reduced to 22% and no, you cant be a flaming zombie(because if the flame still lingered after the body was burned it would also happen to survivers who '''DO''' feel pain and it would cause damage penalty like '''infection''' to the surviver for being on fire making an advantage to ''burned zombies'' and a '''disadvantage''' to ''burned survivers'' making the Burn Bodies skill a total PKer skill and useless to pro surviver people. And the "no mercy to anybody" means that you can use it on any dead body not just zombies(like in the real post apocoliptic zombie infested world)  [[User:Supflidowg|Supflidowg]] 19:02, 25 April 2009 (BST)
:So, in other words, this is still pro-PKer since I can use it on reviving corpses.--[[User:Pesatyel|Pesatyel]] 20:26, 25 April 2009 (BST)
"accuracy is still reduced untill 30 moves after being burned(not including standing up) or death." I'm sorry, that's just comically bad. An infection doesn't damage you for 30 HP regardless of whether or not you cure it - curing burns should cure the thing, hands down. Not to mention the dupe-y-ness of this suggestion. I found [[Suggestions/6th-Jan-2006#Burn_Corpse.28s.29|this suggestion]], panned for XP loss (which headshot was when this game first came out), but not exactly a dupe. --{{User:BobBoberton/sig}} 19:22, 25 April 2009 (BST)
To anwser all your questions(in reverse order) How about an extra FAK fixes the accuracy reduction and I cut the affected moves in half?(I said it would be '''LIKE''' infection not the human equivelent of the infection skill, I was using a hypothetical meaning if it caused the reviving person/zombie to stand up on fire) Also this move will still help survivers(example you take a bulding back from some zombies then you burn them to hinder them in retaking the building) so it could work both ways as a PKer skill and a survival skill.  [[User:Supflidowg|Supflidowg]] 01:32, 27 April 2009 (BST)
''any other'' sugggestions or is this good enough? [[User:Supflidowg|Supflidowg]] 21:28, 5 May 2009 (BST)
:I suggest not putting it up as it will be duped immediately. --{{User:Pestolence/Sig}} 21:55, 5 May 2009 (BST)
If its duped i lose the idea, if i take it down same thing, so there is no major loss for any choice I make. Right...? [[User:Supflidowg|Supflidowg]] 05:08, 9 May 2009 (BST)
----
==Suggestions up for voting==
[[Category:Suggestions]]

Latest revision as of 17:27, 8 July 2024

NOTICE
The Suggestions system has been closed indefinitely and Developing Suggestions is no longer functions as a part of the suggestions process.

However, you are welcome to use this page for general discussion on suggestions.

Suggestion Navigation
Suggestion Portal
Current SuggestionsSuggestions up for VotingClothes Suggestions
Cycling SuggestionsPeer ReviewedUndecidedPeer RejectedHumorous
Suggestion AdviceTopics to Avoid and WhyHelp, Developing and Editing

Developing Suggestions

This section is for general discussion of suggestions for the game Urban Dead.

It also includes the capacity to pitch suggestions for conversation and feedback.

Further Discussion

  • Discussion concerning this page takes place here.
  • Discussion concerning the suggestions system in general, including policies about it, takes place here.

Resources

How To Make a Discussion

Adding a New Discussion

To add a general discussion topic, please add a Tier 3 Header (===Example===) below, with your idea or proposal.


Adding a New Suggestion

  • Paste the copied text above the other suggestions, right under the heading.
  • Substitute the text in RED CAPITALS with the details of your suggestion.
  • The process is illustrated in this image.
{{subst:DevelopingSuggestion
|time=~~~~
|name=SUGGESTION NAME
|type=TYPE HERE
|scope=SCOPE HERE
|description=DESCRIPTION HERE
}}
  • Name - Give the suggestion a short but descriptive name.
  • Type is the nature of the suggestion, such as a new class, skill change, balance change.
  • Scope is who or what the suggestion affects. Typically survivors or zombies (or both), but occasionally Malton, the game interface or something else.
  • Description should be a full explanation of your suggestion. Include information like flavor text, search odds, hit percentages, etc, as appropriate. Unless you are as yet unsure of the exact details behind the suggestion, try not to leave out anything important. Check your spelling and grammar.

Cycling Suggestions

  • Suggestions with no new discussion in the past month may be cycled without notice.


Please add new discussions and suggestions to the top of the list



Ignore based on Radio Broadcast

Timestamp: Khwud (talk) 17:27, 8 July 2024 (UTC)
Type: UI enhancement
Scope: Interface
Description: Allow 'ignore' from radio broadcasts; users are hiding behind their anonymity to allow them to broadcast things that would broadly trigger them to be ignored, if their user ID was visible. Adding their name, or an auto-generated call-sign (it is for a radio, after all) or something so that they could be blocked based on their broadcasts would help user experience. In addition, and broadcasts that get more than a threshold number could get tagged for review, and the user potentially having their (in-game) ham-license revoked.

Discussion (Ignore based on Radio Broadcast)


Shrink the map

Timestamp: --UroguyTMZ 16:28, 14 February 2023 (UTC)
Type: Map change
Scope: Everyone
Description: There are just over 3000 active characters in the game currently likely counting a significant percentage of alts and zergs. Shrinking the map by eliminating the outer first two rings of suburbs would increase the amount of interactions between the remaining characters. This shrink could be increased or decreased depending on future changes to the playerbase.

Discussion (Shrink the map)


Action Points

Timestamp: User:Wolldog1 10:07, 26 July 26, 2022
Type: Action Points Increase Regeneration Rate
Scope: Everyone
Description: Due to the passage of time with mobile games and other real time action games without restriction, I think that we should address the action points system of the game. This game can only realistically be played for 5 minutes a day. So it's not really a seller for new blood. If we want to see this game survive it needs to evolve into something more exciting than 5 minutes. My suggestion is double the regeneration rate to improve activity. I love this game. I want to play it more. And the die hard fans I'm sure feel the same. More will go on in a day, sure. But that's for both sides. We're ready for it. Let's get this game moving again. We need this.

Discussion (Action Points)


Drone

Timestamp: RosslessnessWant a Location Image? 19:10, 23 July 2022 (UTC)
Type: Survivor Item
Scope: Survivors
Description: Portable drone, found in mall tech stores, which are pointless as we all know. Encumbrance is 10%. When activated for 15ap they provide an image of a 10x10 grid centred on the survivor, showing the current outside status of all blocks including zombies, survivors and dead bodies. Like DNA scanners, Drones are multi use.

Discussion (Drone)

Would there be a message displayed to the players to the effect of "there's a drone buzzing overhead", similar to a flare? --  AHLGTG THE END IS NIGH! 02:19, 24 July 2022 (UTC)


Backpack

Timestamp: Wild Crazy (talk) 20:55, 20 September 2021 (UTC)
Type: New item
Scope: Survivors
Description: This will be a new item found in schools with a 2% find rate and sports stores with a 4% find rate. The low numbers are because, like a flak jacket, once you find it you have it forever. It increases you encumbrance by 30%. However, you can't use an item that is in your backpack until you remove it from the backpack. It costs one AP to add an item to your backpack and one AP to remove an item. An item affects your regular encumbrance until added to the backpack. Items such as GPS, radios, cell phones, and flak jacket do not work when in your backpack. Items in your backpack will not be shown in your inventory, but the backpack itself will be shown in your inventory. There will be a drop box next to the word backpack that shows all the items inside. When you click on an item in that drop box, it removes it from your backpack (1 AP).


Q: Wouldn't this buff survivors, since they can carry more bullets and kill more zombies?

A: Since it costs an AP to add and remove an item, it wastes a lot of AP to put bullet clips in your backpack if you are planning on using them right away.


Q: If it wastes AP, what is the point?

A: It will be useful if you want to carry around an extra stash of items, such as FAKs and Revivification Syringes, or if you are going far away from any resource buildings and need some extra supplies.


Please give your thoughts.

Discussion (Backpack)